This script allows you to create “skill links” which are basically a way to connect skill effects together.
Skill links are purely a development concept: they are created to allow you to specify multiple behavior that should occur when a single skill is used. In particular, it allows a single skill to execute effects under different scopes.
For example, suppose you wanted to create a skill that damages the enemies, but also heals all allies as a secondary effect. By default, there is no easy way to accomplish this without resorting to common events or complex formulas, and even that may have its own limitations.
However, there are few things that you CAN do.
It is easy to create a skill that will damage all enemies
It is also easy to create a skill that will heal all allies.
This script introduces the link between the two skills: you simply specify the healing skill as a “linked skill” to the damaging skill, and now whenever you execute the damaging skill, the healing skill will automatically run as well.
This script is an add-on for Item Rarity. It allows equips to inherit rarity from any affixes.
For example, if an item has a rarity level of 1, but then has a prefix with rarity level 4 added, the item’s rarity is now increased to 4 because of the prefix.
This script allows you to assign item rarities to items and equips.
Rarity is indicated by name colour: by default, all names are white. You can customize this so that different rarity levels have different colours.
This script simply loads any command-line arguments into ARGV.
RM doesn’t do this natively so we need to do it ourselves.
This script is meant to be used for games that will be using custom game launchers that will supply command-line arguments.
This script allows you to dynamically determine a weapon’s animation.
When using a skill or item, you can choose to show a “normal attack” animation. This will tell the engine to use the animation that you have selected for the weapon.
However, sometimes this is not enough. You might want a single weapon to show different animations depending on factors such as the current state or who the actor is.
By using dynamic weapon animations, you can use formulas to determine which animation will be played based on a variety of conditions.
This script allows you to specify action speed formulas for your database objects.
An action speed formula allows you to use a formula to calculate a battler’s action speed. For example, suppose you had a “Haste” state that doubles your action speed.
In the default battle system, action speed determines who will act first. Battlers with higher action speeds can perform their actions before battlers with lower action speeds.
This script provides very simple audio encryption. It allows you to store audio files inside the rgss3a archive.
The data is decrypted and created outside of the archive when the game wants to play an audio file.
This means that while it is possible to easily copy the file once the game starts playing it, you can still protect files that they have not managed to unlock during the game.
This script introduces the concept of “Member Cost”, which is the cost to have a member in your unit. The cost to have actors in the party is referred to as “Party Cost”.
A party has a “Max Party Cost” property that is used to determine whether you can afford to have an actor in the party or not.
The “Total Party Cost” is the sum of all costs for each actor. If the total party cost exceeds the max party cost, then actors cannot be added to the party.
For example, if the total party cost is 10, the max party cost is 15, and you try to add an actor with a cost of 6 to the party, the actor will not be allowed to join the party because the total cost would then become 16.
This script allows you to create “battle test profiles” which will be used to set up your battle test rather than the default battle test UI.
A battle test profile is simply a troop event page.
You can specify any number of actors that will participate in the battle, use event commands to set up their levels, equips, and any other custom data provided by other scripts that the battle test UI does not support.
By putting together a battle test profile, you can store different test profiles as separate pages, allowing you to re-use them for future tests.
Utilized fully, you can greatly cut down battle testing time.
This script provides a simple “daily bonus” mechanic, allowing players to receive bonus rewards once a day. It assumes that you can get a bonus on a new day, but you can write your conditions to use different periods if you want.
It is intended for offline games and uses the player’s system time to reward bonuses and to determine whether rewards can be rewarded.
In order to provide developers with more control over the rewards, script calls are provided. It is up to the developer to determine how to set it up for their game.